What to know
- Palworld 1.0 introduces a progression requirement before base events activate.
- Simply placing a Palbox is no longer enough to trigger visitors and raids.
- The new raid system features multiple waves, location-based enemies, and improved rewards.
- Building and developing your base naturally unlocks the new event system as you progress.
If you’ve started a fresh save in Palworld 1.0 and noticed that your base feels unusually quiet, you’re not imagining things. Many returning players expected raids and random visitors to begin shortly after placing their first Palbox, just like they did in older versions. Instead, the new update introduces a progression system that delays these events until your base has been properly established.
This change makes the early game far less punishing while giving players enough time to gather resources, assign workers, and build basic defenses before facing hostile attacks. At the same time, Pocketpair completely redesigned how raids function, making them more rewarding and far more engaging than before.
| Quick overview | Details |
|---|---|
| Added in | Palworld 1.0 |
| Requirement | Establish and develop your base before events activate |
| Visitors affected | Yes |
| Base raids affected | Yes |
| Raid format | Multi-wave encounters |
| Raid scaling | Based primarily on Work Pals assigned to the base |
| Rewards | Granted after successfully clearing all waves |
The biggest change is that your base must become “established” before the event system activates. Simply placing a Palbox is no longer enough. Once your base reaches the required progression state, you’ll start seeing:
- Base visitors (including merchants and the new Negotiator NPC)
- Random visitor events
- Wave-based base raids
- Other base-related encounters tied to your location and progression.
What changed in Palworl 1.0?
Previously, raids could begin relatively early after placing a Palbox and meeting basic level requirements.
In 1.0, Pocketpair reworked the entire system:
- Raids are now wave-based with rewards for successfully clearing all waves.
- Raid difficulty scales with the level of Work Pals assigned to that base, rather than simply your player level.
- Raid factions depend on your base location.
- Visitors (such as the Negotiator, who can cancel raids for Gold) are now part of the expanded base event system.
What is the new requirement?
The practical requirement is that your base needs to be properly developed, not just placed.
Players who wondered why they weren’t getting raids or visitors shortly after starting a new world found that building out the base and progressing it normally causes these events to begin appearing. This prevents brand-new characters from being immediately attacked before they’ve established defenses. Community testing also indicates that simply leveling your character without advancing your base isn’t enough to consistently trigger the new event system.

How do you know it’s working?
Once your base has progressed enough, you’ll begin seeing:
- Random NPC visitors.
- The Negotiator appearing before some raids.
- Wave-based raid notifications instead of the old single-wave attacks.
- Raid rewards after clearing every wave.
Other important raid changes
Besides the prerequisite, Palworld 1.0 also changed several mechanics:
| Feature | Before 1.0 | In 1.0 |
|---|---|---|
| Raid format | Single attack | Multi-wave battles |
| Difficulty scaling | Mostly player progression | Based on Work Pal levels at the base |
| Raid rewards | Minimal | Rewards for clearing all waves |
| Defense structures | Consumed ammunition | No longer require ammo |
| Raid avoidance | None | Negotiator NPC can cancel raids for Gold |
Your base now needs to be sufficiently established before the new base event system activates, after which visitors, the Negotiator, and the redesigned wave-based raids will begin occurring naturally.
Why players thought raids were broken
One of the biggest questions after the release of Palworld 1.0 has been why raids suddenly stopped appearing on new worlds.

The answer is that the game intentionally delays base events until your settlement reaches an established state. Instead of spawning enemies almost immediately after placing a Palbox, the game waits until you’ve invested some time into developing your base.
This design helps new players avoid frustrating situations where a poorly equipped base is overwhelmed before it even has walls, workers, or basic production running.
For returning players, however, this can make it seem like raids have been disabled altogether when they’re actually locked behind normal base progression.
What counts as an established base?
Pocketpair hasn’t published an exact checklist or hidden number that determines when the event system activates. Instead, the requirement is tied to your natural base progression.
As you continue expanding your settlement by placing structures, assigning Work Pals, upgrading facilities, and advancing through the early stages of your base’s development, the game eventually enables base events.

Once that happens, you’ll begin seeing NPC visitors arrive naturally, along with the new raid system.
The important takeaway is that placing a Palbox alone no longer activates everything like it did in previous versions.

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